Jump to content

Archived

This topic is now archived and is closed to further replies.

someonewhodied

[CPEX] Λ-11 Combo Thread (Updated 6/14/2015)

Recommended Posts

BBCP_Header_Combo_Thread.png

Notation:
[table]
>Cancel
|>Link After landing from Aerial Move
jJump
djDouble Jump
sjSuper Jump
ADAir Dash
IADInstant Air Dash
jcJump Cancel
sjcSuper Jump Cancel
CHCounter Hit
FCFatal Counter
RCRapid Cancel
[ ]Hold Input
(N)Attack must deal N amount of hits
[???] xNRepeat ??? N amount of times
DMGDamage
CTCrush Trigger[/table]



Combo Format

The combos are written in this format: Combo (Damage, Heat gain/Heat used)




BBCP_Info_Bar_c02.png

Mid-screen:


A normal
  • 5A/2A > 5B > 5C > 5D > 236B (1711, +13)
  • 5A/2A > 5B > 5C > 6D > 5D > j.2D > j.5D > j.6D > jc > j.2D > j.5D > j.6D > j.214D (2422, +20)
  • 5A/2A > 5B > 3C > 214B > 6D > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (2563, +21)
  • (Anti-Air) 6A > 5C > 6C > 6D > 2D > j.5D > j.6D > jc > j.5D > j.2D > j.6C > j.214D (3022, +24)

B normals

  • 5B > 5C > 6C > 5D > 236B (2488 DMG, +18)
  • 5B > 5C > 6C > 5D > j.2D > j.5D > j.6D > j.2D > jc > j.5D > j.6D > j.214D (3287, +26)
  • 2B > 5B > 3C > 214A > 5C > 6C > 236C > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3430, +26)
  • 6B > 2D > 5D > j.2D > j.5D > j.6D > JC > j.2D > j.5D > j.214D (2257, +19)
  • 6B > 2D > IAD > j.B~j.C > 6A > 5C > 6C > 6D > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (2827, +22)

C normals

  • 3C > 214B > 5C > 6C > 5D > 6D > 2D > j.5D > j.6D > JC > j.5D > j.2D > j.6D > j.214D (3341, +26)
  • 3C > 214B > 5C > 6C > 236C > 6D > 2D > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (3749, +29)
  • 5C > 6C > 5D > 236B (2120, +16)
  • 5C > 6C > 5D > JC > j.2D > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (3018, +25)
  • 5C > 3C > 214A > 6A > 5C > 6C > 236D > 236C > 2D > JC > j.5D > j.6D > j.214D (4354, +32)
  • (Counter Hit) 5C > 6B > 5C > 214D > 5C > 6C > 236D > 236C > 22D > 2D > JC > j.6D > j.5D > j.214D (4719, +34)

Drives

  • 5D > 236B (1121, +9)
  • 5D > JC > j.2D > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (2110, +19)
  • 4D > 5D > 236B (1395, +12)
  • 4D > 5D > JC > j.2D > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (2175, +20)
  • j.6D > j.5D > j.2D > JC > j.2D > j.5D > j.6D > j.214D (2028, +19)

Specials

  • 236B > RC > 5D > 6D > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (2531, -39)
  • 236B > RC > 6C > 236A > 236C > 2D > 5D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3322, -35)
  • 236C > 5D > 6D > 2D > JC > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (3174, +26)
  • 214D > 5D > 6D > 2D > JC > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (2865, +24)
  • 236D > 236C > 5D > 6D > 2D > JC > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (2760, +22)
  • (Counter Hit) 22D > dash > 214A > 6A > 5C > 6C > 236C > 2D > 5D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3988, +30)

Throw

  • Throw > 236D > 236C > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (2963, +22)
  • Throw > 236D > 6C > 236A > 236C > tk.214D (2728, +19)

Air Throw

  • Throw > 6D > 2D > JC > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (2687, +22)




BBCP_Info_Bar_c03.png

Corner:


A normal
  • 5A > 5B > 5C > 5D > 236B > 2B > 6A > 6C > 236C > 236D [oki] (2444, +18)
  • 5A > 5B > 5C > 236B > 2B > 6A > 6C > 2D > 5D > JC > j.5D > j.6D > j.214D (2666, +20)
  • 2A > 2B > 3C > 236B > 2B > 6A > 6C > 236C > 236D [oki] (2107, +15)
  • 2A > 2B > 3C > 236B > 2B > 6A > 6C > 2D > JC > j.5D > j.6D > j.214D (2289, +17)
  • (Anti-Air) 6A > 5C > 6C > 236C > 22D > 2D > 5D > JC > j.5D > j.6D > j.214D (3579, +27)

B normals

  • 2B > 5B > 5C > 5D > 236B > 2B > 6A > 5C > 6C > 236C > 236D [oki] (2637, +19)
  • 2B > 3C > 236B > 2B > 6A > 6C > 236C > 22D > 2D > 5D > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3024, +22)
  • 5B > 5C > 3C > 236B > 2B > 6A > 6C > 236C > 22D > 2D > 5D > JC > j.5D > j.6D > j.214D (3931, +29)
  • 5B > 3C > 214A > 6A > 5C > 22D > 66 > 6A > 6C > 236C > 22D > 2D > JC > j.6D > j.214D (4580, +33)
  • 6B > 2D > 236B > 2B > 6A > 5C > 6C > 236C > 22D > 2D > 5D > JC > j.5D > j.6D > j.214D (2992, +23)

C normals

  • 3C > 236B > 2B > 6A > 6C > 236C > 22D > 2D > 5D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3237, +24)
  • 3C > 214A > 5C > 6C > 236C > 22D > 2D > 5D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3993, +30)
  • 5C > 3C > 236B > 2B > 6A > 6C > 236C > 22D > 2D > 5D > j.5D > j.6D > j.214D (3668, +27)
  • 5C > 3C > 214A > 6A > 5C > 22D > 66 > 6A > 6C > 236C > 22D > 2D > JC > j.6D > j.214D (4604, +33)

Drives

  • 5D > 236B > 2B > 6A > 6C > 236C > 236D [oki] (2207, +17)
  • 5D > 236B > 2B > 6A > 6C > 5D > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (2611, +22)

Specials

  • 236B > 2B > 6A > 5C > 6C > 236C > 22D > 2D > 5D > JC > j.5D > j.6D JC >j.5D > j.6D > j.214D (3563, +26)
  • 214D > 5B > 6A > 5B > 6A > 5C > 6C > 236C > 22D > 2D > 5D > JC > j.5D > j.6D > j.214D (4056, +30)
  • 236C > 214A > 6A > 5C > 22D > 66 > 6A > 6C > 2D > 5D > JC > j.5D > j.6D > j.214D (4481, +33)
  • (Counter Hit) 22D > 66 > 214A > 6A > 5C > 22D > 66 > 6A > 6C > 236C > 22D > 2D > JC > j.5D > j.6D > j.214D (4326, +32)

Throw

  • Throw > 214D > 6A > 5C > 6C > 236C > 236D [oki} (3187, +22)
  • Throw > 214D > 6C > 236C > 22D > 2D > JC > j.5D > j.2D. > j.214D (3766, +28)

Air Throw

  • Throw > 2D > 236B > 2B > 6A > 6C > 236C > TK j.214D (2910, +21)
  • Throw > 6D > 2D > JC > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (2687, +22)




overdrive4.png

Overdrive Combos:

A normal
  • 5A > 5B > ODC > 5B > 2C > 5D > 6D > JC > j.2D > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (2677, +22)
  • 2A > 2B > 3C > 214A > 6A > 6C > ODC > 6D > 2D > JC > j.5D > j.6D > JC > j.2D > j.214D (2866, +22)
  • (Ground) 6A > 3C > 214B > 66 > 6A > 5C > 6C > 236D > ODC > 5D > 6D > 2D > JC > j.5D > j.6D > j.214D (4048, +30)
  • (Anti-Air) 6A > 5C > 6C > 236D > 66 > 5D > ODC > 6D > 2D > JC > j.5D > j.6D > JC > j.5D > j.2D > j.6D > j.214D (3525, +27)

B normals

  • 5B > 5C > 6C > ODC > 5D > JC > j.2D > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (3581, +29)
  • 5B > 5C > 3C > 214B > 66 > 6A > 5C > 6C > 236D > ODC > 5D > 6D > 2D > JC > j.5D > j.6D > j.214D (4603, +34)
  • 6B > 2D > 5D > ODC > 6D > CT > 214D > 236C > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3346, -4)
  • j.B > j.C > 5B > 5C > 6C > ODC > 5D > JC > j.2D > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (2863, +22)

C normals

  • 5C > 6C >5D > ODC > 5D > JC > j.6D > j.5D > j.2D > JC > j.2D > j.5D > j.6D > j.214D (3340, +28)
  • 5C > 3C > 214B > 66 > 6A > 5C > 6C > 236D > 5D > ODC > 6D > 2D > JC > j.5D > j.6D > j.214D (4323, +32)
  • 3C > 214A > 6A > 5C > 6C > 236C > 66 > 2D > ODC > 2D > 6D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3930, +30)

Drives

  • 5D > ODC > 5D > JC > j.6D > j.5D > j.2D > JC > j.2D > j.5D > j.6D > j.214D (2463, +23)
  • 5D > ODC > 5D > 236C > 2D > 5D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (2855, +25)
  • 4D > ODC > 5D > 236C > 2D > JC > j.5D > j.6D > JC > j.5D > j.2D > j.6D > j.214D (2855, +25)
  • (Anti-Air) 6D > ODC > 2D > 5D > JC > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (2463, +23)

Specials

  • 236D > 5B > 3C > 214A > 6A > 5C > 6C > ODC > 5D > 6D > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3437, +26)
  • 236B > RC > 5D > ODC > 5D > 6D > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (2819, -35)
  • (Far) 214D > 236C > ODC > 66 > 2D > 5D > JC > j.5D > j.6D > JC > j.5D > j.2D > j.6D > j.214D (3757, +30)
  • (Close) 214D > 66 > 5B > 6A > 5C > 6C > 236D > 66 > 5D > ODC > 6D > 2D > JC j.5D > j.6D > j.5D > j.6D > j.214D (4002, +30)
  • 236C > 2D > ODC > 6D > 2D > 5D > JC > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (3468, +29)
  • (Counter Hit) 22D > ODC > 5D > 236C > 5D > 6D > 2D > JC > j.5D > j.6D > JC > j.5D > j.2D > j.6D > j.214D (3365, +27)
  • (OD) tk.214D > 66 > 2B > 6A > 5C > 6C > 236D > 66> 5D > 6D > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3251, +24)

Throw

  • Throw > ODC > 5D > 6D > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (2925, +24)
  • Throw > 236D > 236C > 66 > 2D > ODC > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3179, +24)

Air Throw

  • Throw > 6D > ODC > 2D > 5D > JC > j.5D > j.6D > JC > j.5D > j.2D > j.6D > j.214D (2919, +24)

Share this post


Link to post
Share on other sites

buttons > 5D > air swords > j.214D
buttons > 214A/B > 5C > 6C > 236C > (6D) > 2D > air swords > j.214D

(CORNER)
buttons > 3C > 214A > 5C > 6C > 236C > 22D > 2D > 5D > air swords > j.214D

Midscreen, all combos tested on Ragna


5A/2A > 5B > 5C > 6D > 5D > j.2D > j.5D > j.6D > jc > j.2D > j.5D > j.6D > j.214D (2422 +20) 6D probably misses on shorter characters so omit it

Anti-Air, CH not needed, delaying the 6C helps sometimes
6A > 5C > 6C > 6D > 2D > j.5D > j.6D > jc > j.5D > j.2D > j.6C > j.214D (3022, +24)


214D > (66) > 6A > 5C > 6C > 6D > 2D > j.5D > j.6D > jc > j.5D > j.2D > j.6D > j.214D (3506, +27)

214D > 2D > 5D > j.5D > j.6D > jc > j.5D > j.2D > j.6D > j.214D (2810, +23)

5B > 5C > 6C > 5D > 236B (2488, +18)

5B > 5C > 6C > 5D > j.2D > j.5D > j.6D > j.2D > jc > j.5D > j.6D > j.214D or j.632146D (3287, +26 or 4188, -24)

3C > 214A/B > 5C > 6C > 5D > 6D > 2D > j.5D > j.6D > jc > j.5D > j.2D > j.6D > j.214D or j.632146D (3341, +26 or 4271, - 24)

3C > 214B > 5C > 6C > 236C > 6D > 2D > j.5D > j.6D > jc > j.2D > j.5D > j.6D > j.214D (3749) omit 6D and just use 2D/run up 2D instead if closer to the corner

6B > 2D > (slight delay) 5D > j.2D > j.5D > j.6D > jc > j.2D > j.5D > j.214D - (2257, +19)

BC > 236D > 236C > 6D > 2D > j.5D > j.6D > j.214D (2906, +22)



Counterhit Combos, Midscreen

22D > 66 > 5B > 3C > 214B > 66 > 5C > 6C > 236C > 6D > 2D > j.5D > j.6D > jc > j.5D j.214D (3937, +29)

22D > 236D > 236C > 6D > 2D > j.5D > j.6D > jc > j.5D > j.2D > j.6D > j.214D (3343, +26)

22D > 66 > 5B > 5C > 6C > j.2D > j.5D > j.6D > jc > j.5D > j.2D > j.6D > j.214D (3269, +25)

22D > 236C > 6D > 2D > j.5D > j.2D > j.6D > jc > j.5D > j.2D > j.6D > j.214D (3138, +25)

(Airborne opponent)
22D > 66 > 6A > 5C > 6C > 6D > 2D > j.5D > j.6D > jc > j.5D > j.2D > j.6D (3259, +25)

632146D > 66 > 6A > 5C > 6C > 6D > 2D > j.5D > j.6D > jc > j.5D > j.214D (3670, -40, needs 50 heat to start)
Point blank on a grounded opponent, can be a bit further on an airborne opponent


Corner Combos

3C > 214A > 5C > 6C > 236C > 22D > 2D > 5D > j.5D > j.6D > jc > j.5D > j.6D > j.214D (3993, +30)

2B > 3C > 236B > 2B > 6A > 6C > 236C > 22D > 2D > 5D > j.5D > j.6D > jc > j.5D > j.6D > j.214D (3024, +22)

6B > 2D > 236B > 2B > 6A > 5C > 6C > 236C > 22D > 2D > 5D > j.5D > j.6D > j.214D (2917, +22)

BC > (delay) 236C > 22D > 2D > 5D > j.5D > j.6D > jc > j.D > j.214D (3276, +25)

Anti-Air, counterhit not needed
6A > 5C > 6C > 236C > 22D > 2D > 5D > j.5D > j.6D > jc > j.5D > j.6D > j.214D (3710, +28)

Counterhit, Corner

22D > 66 > 3C > 214A > 5C > 6C > 236C > 22D > 2D > 5D > j.5D > j.6D > jc > j.5D > j.214D (4183, +31)

Share this post


Link to post
Share on other sites

i got a few.

 

3c > 214c > 5c > 6c > 236c > dash 5c > 6b > 2d > j.d > j.6d > j.214d 3248 28hg

throw > 236d > 236c > dash 2d >5d> j.d > j.6d > j.214d 2906 22hg

6b > 2d > 5d > j.2d > j.d > j.6d > jc > j.2d > j.d > j.214d 2205 19mg

close 6b > 632146d > dash 5b > 5c > 6c > 236d > dash 236c > 2d > 5d > j.d > j.6d > j.214d 3811 17mg

far 6b > 6d > 632146d > dash 5b > 5c > 6c > 236d > dash 236c > 2d > 5d > j.d > j.6d > j.214d 3526 19mg

corner 5b > 5c > 236b > 2b > 6a > delay 5c > 6c > 236c > 22d > 2d > 5d > j.d > j.6d > j.214d 3742 30mg

corner throw > 214d > 5c > 6c > 236c > 3c > 3172 22mg 

Share this post


Link to post
Share on other sites

I don't have damage or heat gain (I'm at work) but here's a midscreen 6B combo.

6B>2D>5D>jc>j.C>j.2C>2D>5D>j.C>j.2C>2D>5D>j.2D>j.6D>j.D>j.214D

Does roughly 2.5k, has some goodish corner carry.

Share this post


Link to post
Share on other sites

Here's another midscreen 6B combo.

 

6B > early 2D > IAD j.B j.C > 6A > 6C > 6D > j.56D dj.56D > j.214D 2588 DMG 20+ hg

if you're near the corner swap 6D with 236C and go for oki or standard corner ender.

Share this post


Link to post
Share on other sites

CH Corner combo.

3C > 6A > 5C > 6C > 236C > 5C > OD > 5C > 2C > j.C > j.2C > j.C > j.2C > 214D > otg 3C > 632146D

I was never that great at optimizing blade hits for either Nu or Lambda but this nets about 3.9k

 

Pretty simple, bet it could be extended, shit, I barely put any D moves in there.

I guess the more important things to note here are 3C > 6A & the ability to otg with 3C after most 214D enders(within distance, of course) that has hit in OD. Something Nu doesn't have.

 

edit: Ahh I'm stupid I forgot to test this without counter hit and 3C>6A needs that to function. Good news is that 214D> otg 3C still only needs OD to work.

Share this post


Link to post
Share on other sites

I was looking for sideswap combos, but I guess we don't need those since we can launch em across the screen.

 

5B > 5C > 3C > 236B RC > 66 > 6C > 236A > 236C > 66 2D > 5D > j.52D > j.214D 3807DMG -29HG Video reference

5B > 5C > 3C > 236B RC > 66 > 6C > 236A > 236C > 66 2D > 5D > j.C j.2C > j.214D 3688DMG -31HG Video reference

 

2nd one is for max corner carry.

Share this post


Link to post
Share on other sites

A few of the combos I use:

Midscreen:

2B > 5B > 5C > 6C > 5D > JC > j.6D > j.5D > j.2D > JC > j.2D > j.6D > j.5D > j.214D (2738, +22)

2B > 5B > 3C > 214A > 5C > 6C > 236C > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j./214D (3430, +26)

6B > 2D > IAD > j.B~j.C > 6A > 5C > 6C > 6D > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (2827, +22)

22D CH > 236C > 66A > 5C > 6C > 6D > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.224D (3624, +27)

Throw > 236D > 236C > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (2963, +22)

Corner:

2B > 5B > 5C > 5D > 236B > 2B > 6A > 5C > 6C > 236C > 236D oki (2637, +19)

5B > 3C > 214A > 6A > 5C > 22D > 2D > 5D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3903, +30)

6B > 2D > 236B > 2B > 6A > 5C > 6C > 236C > 22D > 2D > 5D > JC > j.5D > j.6D > j.214D (2992, +23)

22D CH > 236C > 214A > 6A > 5C > 22D > 2D > 5D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3972, +30)

Throw > 214D > 6C > 236C > 22D > 2D > JC > j.5D > j.2D. > j.214D (3766, +28)

Share this post


Link to post
Share on other sites

The 6A in corner 3C>236B>2B>6A>stuff whiffs on Rachel in the corner, but you can microdash 2B to continue the combo as normal. Just a heads-up.

Share this post


Link to post
Share on other sites

CS2 era corner loop I made, not practical but a nice throwback.

Requirements: 50 heat, corner, 10% life

236C > 6A > OD > 6A > j.214D > [5B > 6A > j.214D] > repeat bracketed x 2 > 5B > 6A > 632146D (4811. -11)

May have to microdash 5B at times

Share this post


Link to post
Share on other sites

Randomly testing stuff out:

 

in corner:

 

Throw>CT>OD>3C>214A>5C>6C>5D>2D>j.D>j.6D>j.632146D = 5430 damage

 

It can be done with 60% HP and under. You also only need 50 meter to start it since Lambda gains the rest of the meter for super during the combo. Pretty solid OD combo that doesn't need low health to be done.

Share this post


Link to post
Share on other sites

Sorry if this was already posted, but I just skimmed before posting this combo.

Corner: 5B>3C>214A>5C>6C>236C>22D>2D>5D>j.56D>jc>dj.25D>dj.214D = 4552/34

And that's nowhere near optimized. Gravity damage is real.

Share this post


Link to post
Share on other sites

A few punish combos I labbed up, may or may not be optimal.

Corner:

CH 5B > 3C > 214A > 6A > 5C > 22D > dash > 6A > 6C > 236C > 22D > 2D > JC > j.6D > j.214D (4580, +33)

CH 22D > dash 214A > 6A > 5C > 22D > dash > 6A > 6C > 236C > 22D > 2D > JC > j.5D > j.6D > j.214D (4326, +32)

CH 5C > 6B > 5C > 214D > 5C > 214A > 5C > 22D > 2D > 5D > JC > j.5D > j.6D > j.5D > j.214D (4562, +34)

Midscreen:

CH 5B > 3C > 214A > 6A > 5C > 6C > 236C > 2D > 5D > JC > j.5D > j.6D > j.5D > j.6D > j.214D (4295, +32)

CH 22D > dash > 214A > 6A > 5C > 6C > 236C > 2D > 5D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3988, +30)

CH 5C > 6B > 5C > 214D > 6A > 5C > 6C > 6D > 2D > JC > j.5D > j.6D > j.5D > j.6D > j.214D (4163, +31)

Share this post


Link to post
Share on other sites

Corner:

CH 5C > 6B > 5C > 214D > 5C > 214A > 5C > 22D > 2D > 5D > JC > j.5D > j.6D > j.5D > j.214D (4562, +34)

 

Found a more optimized FC 5C combo in the corner. Doesn't use Grav Seed either.

 

CH 5C > 6B > 5C > 214D > 6A > 5C > 6C > 236C > 22D > 2D > JC > j.5D > j.6D > JC > j.2D > j.214D (4628, +34)

 

Edit: Found a even more optimized combo. 

 

CH 5C > 6B > 5C > 214D > 5C > 6C > 236D > 236C > 22D > 2D > JC > j.6D > j.5D > j.214D (4719, +34)

 

Midscreen

 

CH 5C > 6B > 5C > 214D > 6A > 5C > 6C > 236D> 236C > 2D > JC > j.6D > j.5D > j.214D (4529, +34)

 

I'll try to see if I can optimize those other starters soon. 

Share this post


Link to post
Share on other sites

Was messing around. 

Corner:

 

5B > 5C > 3C > 214A > 5C > 6C > 236C > 3C > 236B  (3837, +31) 

 

I know this is old post but just for the sake of it.

You can also do: 5B > 5C > 3C > 214A > 5C > 6C > 236C > 22D > 2D > 236B > oki ( 4230, +30)

Higher Damage Variation: 5B > 5C > 3C > 214A > 5C > 6C > 236C > 22D > 2D > 5D > J.5D > J.6D > (J.214D/632146D) (4556/5435, +34) need at least 17 meter starting to use. 

 

Both of these are on normal hit (no counter hit)

 

On a side note 

In corner: 236D oki hit > 236B > 2B > 6A > 6C > 236C > 22D > 2D > 5D > J.5D > J.6D > J.214D (3018, +22) 

Just a way to punish someone when they don't block 236D oki lol... I'm sure its not optimized though, any suggestions? :)

Share this post


Link to post
Share on other sites

Midscreen counterhit stuff

 

max range counter hit 6C(works off 1 hit or 8 hits)

6C > 236D > 66 > 5D > 6D > 2D > j.5D > j.6D > jc > j.2D > j.5D > j.6D > j.214D (2605, +22)

 

counter hit 3C, decent distance away

3C > 236D > 66 > 214B > 66 > 5C > 6C > 236C > 6D > 2D > j.5D > j.6D > jc > j.5D > j.214D (3731, +28)

 

3C > 236D > 66 > 6A > 5C > 6C > 5D > 6D > 2D > j.5D > j.6D > jc > j.5D > j.2D > j.6D > j.214D (3185, +24)

 

Near corner/in corner, counter hit 3C, decent distance away

3C > 236D > 66 > 214A/B > 66 > 5C > 6C > 236C > 22D > 2D > 5D > j.5D > j.6D > j.214D (3909, +29)

 

3C > 236D > 66 > 6A > 5C > 6C > 236C > 22D > 2D > 5D > j.5D > j.6D > jc > j.5D > j.214D (3640, +27)

 

Counter hit 3C and 6C doesn't happen too often except in the Kagura match-up, where you can use 6C or 3C to beat out his Wyvern (6D>C). CH 3C > 236D seems to work even if only two hits connect.

Share this post


Link to post
Share on other sites

off of the corner oki i posted in gameplay discussion: 

 

2B>6A>

forward roll:
214A>6C>236A~236C>214D>665B>6A>2147D

 

backroll/Quick tech:
5C>236B>2B>6A>6C>236C>214D>5B>6A>2147D

 

Nontech:
[2147D>2B>6A>] xN

 

 

edit: better oki setup:

X>236B>2B>6A>6C>236C>214D>214A>5B>6A>2147D

 

same oki after but they won't get out of the corner at all with this

 

downside? you need some form of gravity use to deal with forward rolls.

 

edit 2: looks like if 5B>6A>tk crescent hits low enough, 2B won't bluebeat even on nontech. Godlike.

Share this post


Link to post
Share on other sites

just gonna post some stuff i labbed up here . maybe it will help some people     ( all combos were only tested on jin )

 

CH 3C>236D>(66)>214D>6A>5C>6C>236A>236C>22D>2D>jc>J.2D>J.6D>J.214D 3919 DMG 29 HEAT midscreen and corner simply amit the dashes (66 and 236A)

 

 

CLOSE 5B>3C>214B>6C>236C>236D>5D>6D>2D>jc>J.D>J.6D>jcJ.D>J.6D>J.214D 4401 DMG 33 HEAT midscreen only

 

long range (outside of 6B range)  FC 5C>5D>236C>66>6A>5C>214D>6A>6c>236D>6D>2D>5D>jc>J.D>J.6D>J.214D DMG 4163 HEAT 31

 

max health OD confirm

 

5B>5C>5D(2)>cOD>5D>236C>6A>5C>6C>236D>6D>2D>5D>jc>J.D>J.214D(632146D) DMG 4094 ( 5013 with super )  HEAT 31

 

OD after the second hit of 5D or you will get crush trigger

Share this post


Link to post
Share on other sites

OP updated with Overdrive combos, for the most part I'd say the thread is complete; unless new routes show up, which I doubt.

 

(All OD combos listed were performed with 100% health in order to maintain practicality) 

Share this post


Link to post
Share on other sites

Made a meterless OD route; although it's more practical to go into a gravity well combo with this confirm if you can, this is an alternative if gravity is charging or if you don't want to use gravity. (Combos performed with 100% health)

Back to corner Route: 5B > 5C > ODC > 66 > 5B > 2C > 5D > 236C > 4D > 2D > JC > j.5D > j.6D > JC > j.5D > j.2D > j.6D > j.214D (3941, +31)

Midscreen Route: 5B > 5C > ODC > 66 > 5B > 2C > 5D > 236C > 66 > 6A > 5C > 6C > 236D > tk.214D (4153, +30)

Corner Route: 5B > 5C > ODC > 5B > 2C > 5D > 236C > 6A > 5C > 6C > 236D > 5D > 2D > JC > j.5D > j.2D > j.214D (4433, +33)

The Midscreen route is interchangeable with the back to corner route. I also wanted to say that ODC > 5D > 236C can be quite useful if you're looking for extra damage or to kill off certain confirms like 4D, so keep it in mind.

Share this post


Link to post
Share on other sites

×